[http://cycling74.com/docs/max6/dynamic/c74_docs.html#jitterchapter32 Jitter Tutorial 32: Camera View] gives a good introduction to working with cameras in Jitter. The tutorial uses the default camera associated with {{maxword|name=jit.gl.render}}, but the information applies to {{maxword|name=jit.gl.camera}} as well.

With the help of jit.gl.node, it is easy to use multiple jit.gl.camera objects to view an OpenGL scene from multiple perspectives at once. In addition to multiple viewing positions and angles, each camera can have unique attributes for how it views the scene, such as field of view and clipping planes.

This patch uses four cameras to view all sides of a simple environment rendered to a jit.gl.node, then passes each cameras view out to be rendered on separate video planes:

-- Pasted Max Patch, click to expand. --

Copy all of the following text.Then, in Max, select New From Clipboard.

You can find several interesting patches that make use of jit.gl.camera in the example patches included with Max:

./examples/jitter-examples/render/anim/anim.camera.advanced.maxpat - uses jit.anim.drive to have the camera follow a user controllable character around.

./examples/jitter-examples/render/camera.node.examples/camera.direct.feedback.maxpat - shows how you can use jit.gl.camera to create direct feedback.

./examples/jitter-examples/render/camera.node.examples/camera.node.mixing.views.maxpat - uses two cameras with jit.gl.node to mix two different views of a scene into one final output.

./examples/jitter-examples/render/camera.node.examples/camera.viewport.maxpat - similar to the above multi-camera example, but uses viewports to segment the final output, bypassing the node and textured videoplanes.

./examples/jitter-examples/render/camera/camera.capture.maxpat - another example of using feedback based on the camera.